In a natural experiment on a popular German Question & Answer community we investigate the applicability of the small-area hypothesis to the activation of user contributions through virtual rewards in the form of badges. Koo and Fishbach’s small-area hypothesis states that individuals in pursuit of a goal exhibit stronger motivation when they focus on whichever is smaller in size: the area of their completed actions or their remaining actions needed to reach a goal (e.g., focusing on 10% of completed actions is more motivating than on the 90% remaining). This has direct implications for the optimal design of virtual reward systems and especially for the framing of progress towards virtual rewards, which represent goals to users. Consistent ...
The continued active participation of contributors is crucial for online knowledge exchange communit...
The success of citizen science projects often relies on the participation of a large number of parti...
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts...
In a natural experiment on a popular German Question & Answer community we investigate the applicabi...
A natural experiment on a popular German Question & Answer community is used to find out whether the...
This paper describes our research which empirically investigates the applicability of the goal-gradi...
Do game design elements like badges have one, fixed motivational effect or can they have several dif...
Human computation has been successfully applied to deal with complex issues in our daily life and it...
Knowledge sharing is an important activity in virtual communities (VC). Recently, some researchers h...
Despite the popularity of gamification, and the positive effects of games in daily life, many gamifi...
Virtual rewards, digital badges or points, are often awarded to extrinsically reinforce desirable us...
textabstractCompanies increasingly outsource activities to volunteers that they approach via an open...
Die Dissertation beschäftigt sich mit dem Thema Gamification und den damit verbundenen Fragestellung...
Online communities, like Wikipedia and Stack Overflow, have made a vast repository of knowledge avai...
While monetary rewards have been widely used by online platforms to motivate user-generated content ...
The continued active participation of contributors is crucial for online knowledge exchange communit...
The success of citizen science projects often relies on the participation of a large number of parti...
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts...
In a natural experiment on a popular German Question & Answer community we investigate the applicabi...
A natural experiment on a popular German Question & Answer community is used to find out whether the...
This paper describes our research which empirically investigates the applicability of the goal-gradi...
Do game design elements like badges have one, fixed motivational effect or can they have several dif...
Human computation has been successfully applied to deal with complex issues in our daily life and it...
Knowledge sharing is an important activity in virtual communities (VC). Recently, some researchers h...
Despite the popularity of gamification, and the positive effects of games in daily life, many gamifi...
Virtual rewards, digital badges or points, are often awarded to extrinsically reinforce desirable us...
textabstractCompanies increasingly outsource activities to volunteers that they approach via an open...
Die Dissertation beschäftigt sich mit dem Thema Gamification und den damit verbundenen Fragestellung...
Online communities, like Wikipedia and Stack Overflow, have made a vast repository of knowledge avai...
While monetary rewards have been widely used by online platforms to motivate user-generated content ...
The continued active participation of contributors is crucial for online knowledge exchange communit...
The success of citizen science projects often relies on the participation of a large number of parti...
The main aim of gamification, i.e. the implementation of game design elements in real-world contexts...